Changes the lockpicking perks to "Automatically open <LockLevel> locks". Skill gain is the same as picking them by hand. The Skeleton Key automatically opens any non-quest lock.
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Changelogs
Version 1.21
Added an "IsLocked" condition to the Skeleton Key perk, which prevents the script from running at all on things it doesn't care about.
Not having that bypass was breaking the "Remove Supplies" switches of Functional Homes, and would probably interfere with anything else that had custom activation behavior. (The Key script has to call Activate(BaseFunctionality) when it finishes, or it would end up calling itself again).
Version 1.1
Added support for the Skeleton Key
Bored of the lockpicking minigame after the 500th time? Want your Lockpicking Perks to really mean something?
Each of the main perks now enables you to automatically open locks of that level. Skill use still increases as if you unlocked it by hand.
No buggy scripts attaching to every lock and bloating savegames. No dialog boxes to click every time.